godot/modules/fbx/data
Gordon b624e13681 FBX add roughness mappings and fixes general some material bugs
- Fixed bug with FBX so we can import material values from the document for PBR when using StingRay (not Arnold *yet*)
- Adds more explicit errors and makes things simpler to read. Has more sanity checks to be sure things are working correctly
- Lazy Properties fixed items not loading due to capital letter errors in FBX parser
- Added debug tools to the materials so you know explicitly what material mapping is assigned to a texture and where it came from. (enable verbose printing to use this)
- Fix broken material mappings and debug entries properly
- Fix make embedded images properly detected
- Spam less errors for unsupported shading models with materials.

Future plans:
- Arnold materials need converted to PBR model, if possible.
2020-11-07 14:34:09 +00:00
..
fbx_anim_container.h
fbx_bone.cpp FBX fix unskinned bones not being in the Ref<Skin> causing the rasteriser to error 2020-11-03 18:23:52 +00:00
fbx_bone.h
fbx_material.cpp FBX add roughness mappings and fixes general some material bugs 2020-11-07 14:34:09 +00:00
fbx_material.h FBX add roughness mappings and fixes general some material bugs 2020-11-07 14:34:09 +00:00
fbx_mesh_data.cpp FBX respect mesh compression flags 2020-11-03 20:06:58 +00:00
fbx_mesh_data.h FBX respect mesh compression flags 2020-11-03 20:06:58 +00:00
fbx_node.h
fbx_skeleton.cpp
fbx_skeleton.h
import_state.h
model_abstraction.h
pivot_transform.cpp
pivot_transform.h